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Type: Posts; User: Alfonse Reinheart

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    The task "clear a portion of a window" and the...

    The task "clear a portion of a window" and the task "clear a polygon" are not the same thing.

    You can use the scissor test to clear an axis-aligned, rectangular portion of a window. But that's the...
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    I honestly don't know how I can possibly explain...

    I honestly don't know how I can possibly explain it more explicitly.

    The scissor test designates an axis-aligned rectangular area of the window. When the test is enabled, all attempts by rendering...
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    ... Then stop scaling it. Multiplication is a...

    ... Then stop scaling it. Multiplication is a scaling operation. If you want an offset operation, use addition.
  4. It's binary, not obfuscated. And it's their...

    It's binary, not obfuscated. And it's their native format because it's basically a memory dump of Blender3D's state. It contains information that no existing format could contain, at least not in a...
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    Not unless that polygon is an axis-aligned...

    Not unless that polygon is an axis-aligned square. Also, even if you could, if there was something behind that polygon, this would not cause it to appear.

    Remember: OpenGL is just a fancy triangle...
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    What do you mean by "clear a polygon?" Clearing...

    What do you mean by "clear a polygon?" Clearing is something that happens to the screen. By the time you've put a polygon on the screen, it's not a polygon; it's just a bunch of pixels.

    If you...
  7. You could load them in the appropriate program...

    You could load them in the appropriate program and export them as something you can read. For .blend, those go to Blender3D, which is free.



    Generally speaking, .raw is used for images, not...
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    Well, you can't use glViewport to clear part of a...

    Well, you can't use glViewport to clear part of a window; aren't affected by the [url=https://www.opengl.org/wiki/Vertex_Post-Processing#Viewport_transform]viewport transform.

    The scissor test is...
  9. I'm not sure what you mean by "data in VBO" here....

    I'm not sure what you mean by "data in VBO" here. As I understand your problem, the data in your buffer objects are the vertex data for the plot.

    Your vertex data is a bunch of positions and other...
  10. If you have between ~20 FBO binds, but also only...

    If you have between ~20 FBO binds, but also only ~20 shaders, then it's probably not going to be a problem. Or rather, the cost of changing FBOs that often will dwarf the added cost of also changing...
  11. It's not clear from "v_texCoords = a_texCoords"...

    It's not clear from "v_texCoords = a_texCoords" that `a_texCoords` values are on the range [-1, 1]. Because if they're only [0, 1], then that's wrong.

    For the rest of your problems, read this.
  12. Nothing. If your version of OpenGL is so outdated...

    Nothing. If your version of OpenGL is so outdated that it's not even 2.0, odds are good that it doesn't support EXT_framebuffer_object or the ARB version. It's not so much that you need shaders, but...
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    I wouldn't bother using a product that doesn't...

    I wouldn't bother using a product that doesn't even have a proper documentation page. Or any page other than a splash page with a marketing blurb.
  14. You could just have that function write to a...

    You could just have that function write to a global out variable. You can write multiple colors, after all; outputs don't have to be written from `main`.

    But if you're going to conditionally write...
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    There is no texture matrix in OpenGL ES 2.0. It...

    There is no texture matrix in OpenGL ES 2.0. It doesn't have any of that old stuff. You have to use a shader.

    If you want to offset your texture coordinates by a value, then you pass that value to...
  16. As stated in the Posting Guidelines...

    As stated in the Posting Guidelines, please don't cross-post.
  17. Here's a quicker way: stop reading from OpenGL. ...

    Here's a quicker way: stop reading from OpenGL.

    You gave OpenGL that pixel data. You therefore know exactly what it is. So... why are you reading it back if you already have it? And if you threw...
  18. Note that you can also query which pixel transfer...

    Note that you can also query which pixel transfer formats are preferred for a particular internal format, for a specific implementation.
  19. No. And generally speaking, they shouldn't be. ...

    No. And generally speaking, they shouldn't be.



    They do two different things. The Internal Format is, well, that. The "format" is the pixel transfer format.

    The internal format describes the...
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    Doh! My fault; I forgot that those images were...

    Doh! My fault; I forgot that those images were only for positive floats-only.

    But GL_RGBA8_SNORM ought to work. I'm rather surprised that image formats don't provide a 10-bit-per-channel signed...
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    Didn't we talk about you making new threads for...

    Didn't we talk about you making new threads for the same problem before? Also, asking the question multiple times doesn't suddenly make a non-OpenGL question into an OpenGL question. It's still a...
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    The idea with deferred rendering is that the cost...

    The idea with deferred rendering is that the cost increases for the primary rendering should be offset by the cost decreases from removing and consolidating lighting computations. Your scene doesn't...
  23. In order to be able to render virtual objects...

    In order to be able to render virtual objects within a physical world, you need to make sure that the scales of the two worlds match up. And since you can't control your physical world's scale, you...
  24. Considering that he's using glDrawPixels to write...

    Considering that he's using glDrawPixels to write the depth, I don't think efficiency is the problem ;)

    In any case, I would suggest rendering both the color and depth textures as color and depth...
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    I'm going to ignore your very strange combination...

    I'm going to ignore your very strange combination of legacy GL with modern methods. That's probably not the issue here.

    There are several things you're not doing very well.

    First, let's manage...
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